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Ski

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  1. Bren_Waynero said: I am in the process of updating it. Adding the option of multiple specializations has me doing a bit more with the talent tab. Hopefully I'll have it finished by the weekend. Which means it will be valid for a couple days before the next update. going to paso this weekend with the wife…please have it done by tommorow morning Having friends and familiy going so the men can play test and the woman gossip and bs
  2. Just a heads up, there is an update for the ios dice app.
  3. Way to go!! Thanks man!! I love it and will be used.
  4. Beej said: As a player and an ST, I prefer broad and overlapping skills. As a ST, they give me a more to work with when I'm making skill challenges and they give players additional and sometimes interesting ways of getting the job done. I'll use Knowledge Underworld vs Street wise since that is a popular example. You need to get into some illegal gambling games to build up your rep or attract the attention of your mark. The chop shop mechanic / hooligan can use Streetwise to ask around for some illegal 'space black jack' games. He makes his check and he gets the name of two or three possible places(one is the best choice while the other two are okay choices). He can get the job done at any of them, however he doesn't necessarily know which one is the best and the choice is his. If he goes to one of the lesser choices it will take longer. The smuggler makes his Knowledge Underworld check and knows that a specific club is run by XxX cartel and is known for hosting private games for select 'business men.' It just so happens that the name he is given is the best of the three names the Streetwise check provided. Both will get the job done, just not necessarily the same way or as effective. Another example would be Charm vs Negotiate You need to need to walk your package past that customs agent, no questions asked. With negotiate you can try and bribe the guy. With Charm you could potentially talk your way past with a smooch on the cheek and a little innuendo. Both gets the job done. This is how I and my group approach skills. If you don't agree, well…your mom! Excellent! Totally agree and great way to explain it!!
  5. sumqui said: I've set up a simple sheet to help players remember what they can do. I'll try to have some more references up soon. Quick Reference son of a *****! thank you so much! I was a quarter of the way with mine. Thanks for saving me time !!!!!!!!!!!!!!!
  6. theDevilofWormwood said: Also, a detailed Combat Example would be awesome! We get detailed examples about Skill Checks in the intro sections, but nowhere are there any combat examples! There should be at least one continual situation broken up into smaller example excerpts, walking the reader through all the different steps of Combat, to help insure clarity. Yes please
  7. ItsUncertainWho said: I find the idea of slimming the skill list down even further to be absurd. If anything some skills need to be broken up or subdivided in some fashion. It sounds like Skulduggery is one of those skills that fall into the "stupidly broad" category and needs to be broken into multiple separate skills. If it is not broken up then it probably needs to be rewritten to apply to multiple attributes. If your going to pick a pocket skulduggery uses Agility, if you are going to forge a document it uses Intellect, and so on. I prefer a more open ended approach to skills, the more the merrier. In other games I have run, that had stupidly broad skills, I approach skill application based on what knowledge skills the players have. If a player has a knowledge skill and an applicable practical skill, then they may test it. If a player has Repair, they can do general maintenance on a lot of things. If they have Repair and Knowledge: Starships, then they are able to make tests for repairing starships, with penalties. Someone who has specifically put ranks into Profession: Starship Mechanic will be much better than someone who hasn't, it's the difference between a weekend driveway mechanic and a professional. I have also never gotten behind the idea that all players should be able to test anything. I find the whole notion of "we don't want anyone to feel left out" to be sad and a bit boring. If a player has not had the forethought to buy a skill, they brought it upon themselves and I, as a GM, have no pity for them. agreed!
  8. cetiken said: Ski said: Looking in Combat skills and see Brawl sitting there. (If I missed it, please tell me) I do not see Martial Arts in the list at all. Brawl is rather broad in my opinion. There are quiet a few fighting forms in the star wars universe and I dont think Brawl would be a good stand alone skill to cover those. Echani, Teras Kasi, Wrruushi, just to name a couple. These martial arts should have there own rules of instead of just under Brawl. So I take it that you are not of the school that thinks brawl should be folded into melee and unarmed strike listed as a weapon? That's too bad. We're giving out cookies at the next skill consolidation rally. Personally I think all the cool moves you want to do with those styles would be better represented by a talent tree than as a skill. I think it should be martial arts skill, then have the talent tree with the forms under it. "That's too bad. We're giving out cookies at the next skill consolidation rally." Dont have to be a ass. I am just trying to voice my own opinion on the skill issue I have,
  9. I am also trying to put together a star wars version of the old king fu tv show as a adventure. It will be for a single player campaign for the most part, but I think it would be kind of cool to have a teras kasi master wander the worlds helping solve problems for those in need
  10. Looking in Combat skills and see Brawl sitting there. (If I missed it, please tell me) I do not see Martial Arts in the list at all. Brawl is rather broad in my opinion. There are quiet a few fighting forms in the star wars universe and I dont think Brawl would be a good stand alone skill to cover those. Echani, Teras Kasi, Wrruushi, just to name a couple. These martial arts should have there own rules of instead of just under Brawl. Ski
  11. Darksyntax said: Awesome, I don't know how i missed that! anytime!
  12. Darksyntax said: After looking things over I realized that custom dice are cool and well would make FFG more money from hungry star wars like myself. I would suggest that you create a conversion chart for regular dice. page 12 in the beta book. Top of the page has table 1-1 " using standard dice in the edge of the empire"
  13. Inksplat said: I personally just realized what totally made this book's purchase worth it for me--there is a distinct possibility that things I like will be removed from the game by the time the "final" version is released. Having the beta book means that I still have the original rules, and can use them instead, knowing that at least at one point, they fit into the game design, so should still work pretty well. Well said sir!
  14. I see alot of **** good ideas….from old weg books to firefly ( alot) lol. Keep um coming…adventures needed!!
  15. bkirchhoff said: This is a great thread to get the create juices flowing. Here were some of the things that I was thinking about this morning after having read the first several posts: I really like Firefly as source/inspiration I was thinking of Three Kings, Inglorious Basterds, and the A Team as well (the idea of former military characters that have moved on to more lucrative & rewarding exploits) I was also thinking that I would create "Classic Crawl" in iMovie that I would send out to my player group the week of each adventure to help put them in the mood. My players are getting together in early September to create characters and we'll go from their. Nice! I really like the "Three Kings" Aspect!! That caught my attention lol…..let alone watching it again this week.
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